So I've secretly kept the Viktor & his brothers up to date through the multiple patches to FtD and this week I felt compelled to make another pass at him & see what new tricks I could apply to him. And I'm actually going to take the time to post this one!

Viktor tops out at ~110m/s, and carries 3 short range missiles which are admittedly not as reliable as I'd like since the launchers don't currently have ejectors, but the updated Viktor Mk2 resolves this (coming soon)

For those of you relatively new around here, around fall 2015 There was a microfighter arms race, and this was my little entry into it. Other notable members who contributed were ofcourse the master himself, HamsterCrumbs, Metaxis, goduranus, and I'm sure some others I've forgotten over the years...

I have plenty of other craft I need to update in the Viktor family, so more to come!

IA120_Viktor.blueprint (Size: 76.37 KB / Downloads: 3)
]]>false2018-05-23T20:23:27Z2018-05-23T20:23:27Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36145
I started a while ago to modernize a quite old design (it was flawed but looked cool).
Originally it was meant to be a spaceship with lasers. But somehow it ended as submarine (made of alloy blocks...). Currently Im running out of ideas,
and also have no idea how to make it actually work.

-Function follows somewhat form.
-The tail is ACB controlled and has the typical flyer layout.
-Several rocket and torpedo launchers, most of them hidden and ACB-controlled (spawn an enemy and deactivate its AI to activate the launchers.
-Uses some After Cataclysm blocks
-Its meant to operate alone (does not have to be a Jack of all Trades)
-Should be underwater all the time.

Sleak V5.blueprint (Size: 480.36 KB / Downloads: 0)
]]>false2018-05-23T20:23:02Z2018-05-23T20:23:02Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36144false2018-05-23T14:50:15Z2018-05-23T14:50:15Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36142
Had this issue for a while, took me way to long to figure it out.

For anyone suffering from the same issue, the workaround is:
A) Disable G-Sync
B) Use the option to only enable gsync in full screen mode.

NVIDIA Driver version 8.1.940.0]]>false2018-05-22T20:23:20Z2018-05-22T21:11:08Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36116
it's a single barrell 2mt shell 293mm compact cannon. costs 3.2k resources and has a 3x3 neck, with a base that should rotate fine in a 5x5 space

lwc included on turret.]]>false2018-05-22T19:21:12Z2018-05-22T19:21:12Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36115
The ACB are set to turn on if height is under 10 and off is speed is over 20.

https://steamcommunity.com/sharedfiles/f...=Annoyance]]>false2018-05-21T21:00:52Z2018-05-21T21:00:52Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36093
In this lets play I am a scavenger only able to use tec I have stolen or seen 4 times in battle.
There is no ai weapon controlled ships other then the ones I capture.
So I have to make my ships in such away that I can beat 4-5 other ships vers my one.
This makes for some hard interesting builds.
I hope you enjoy

CLicky Clicky ]]>false2018-05-21T20:05:01Z2018-05-21T20:05:01Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36092Note: I am not asking about the inbound port forward of 12001

I have a locked down home network limiting the outgoing ports that can be used. The reason for that is I am a network security specialist so I understand that I am not the typical environment. That being said I noticed that I couldn't host a server unless I opened multiple ephemeral ports. For example port 10737 needed to be opened for outgoing connections. I have looked for a full list but cannot find them. I could dig through my logs or packet captures to find them but I am hoping a list already exists.

So this is what I am looking for. The full list of outgoing port connections the game needs and/or the FQDN of where those connections are going.

Thanks!]]>false2018-05-21T18:55:37Z2018-05-21T18:56:05Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36091
Ideally the satellite would point down when the ai is turned on for targeting surface targets and fly around when its turned to combat for space targets but I dont know how to get it working, any help?

As for defensive messures its quite alright. First of all it has a hull that consist of M-M-W-A-HA (metal on the outside, HA on the inside. the ammount of metal changes from place to place). It has a double layered reflector shields with a strenght of 4.5 (it can be upgraded to a 3 layer shield).
Furthermore it has 3 x 8 2m interceptor missiles. flares and sonars buoys still need to be added.

If someone would be kind enough to take a look at it I'd appericiate it.

Edit: It was built in devtest, so the 3 ACB's might be reset to default]]>false2018-05-21T02:27:37Z2018-05-21T22:04:28Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36065
Participant Guidelines
1. Must have at least 3 people from a set group working on a ship.
2. While there is no limit to people working on a single submission, there must be at least 5 dedicated people working on a ship before you can allocate more members toward a second submission.
3. Submissions will be accepted between July 8-15. (a submitted design cannot be edited after submission)
General Guidelines
1. Main vehicle must be a waterborne vehicle
2. Length 260-320 meters (no width or height restrictions, just bear in mind rule 5 below)
3. Total Material Cost &t; 1,000,000 RP
5. min alt -10m* and max alt 500m for both the main vehicle and subspawn.
6. no submarines for sub or main vehicles.
7. The main vehicle may not cost less than 700k, and no one sub vehicle more than 100k.(edited)
Restricted components
1. gravrams
2. BP edits to functional components ex.shell customizers, wavefront adjusters or spin blocks
3. LUA transceivers attached to missile launch pads
4. Functioning CJE components on the main vehicle
5. Functioning heli/dedi-blades on the main vehicle
6. Functioning warp drives
7. No FtD physics abominations. (should be relatively self explanatory** but includes recoil/explosion propulsion, as well as CoM flailing/falling upwards)
8. Repair tentacles
9. Repair bots
10. Shields are banned with the sole exception of being used for aesthetics in non vital areas.
11. Sabot and kinetic shells above 200 mm gauge
Misc
2. LUA aimpoint normalization, also known as barrel stretching/shell teleportation is absolutely banned
3. spinblock clipping for function or armor is a no, but it is acceptable for aesthetics. try to keep it to a minimum
4. no using sub vehicle spawners and excessive length to spawn things inside the enemy
5. Though this technically falls under the category of physics abominations, there may be no ram weedwackers. Sadly this rule can only be subjective as I do not feel comfortable assigning an arbitrary limit to spin block size.
6. The total combined RPM of all APS and simple weapons on a vehicle may never exceed 2000 RPM at any one given time. This is to avoid projectile despawn.
7. Must be built in Vanilla FtD for this round of World Cup.
8. submissions cannot suffer significant air pump lag so that the battle can run smoothly.
To enforce this, every APS firing piece must have an RPM limit, and the total RPM limits of all firing pieces will be used to determine the total RPM, though exceptions may be made for guns that cannot ever fire at the same time, in which case only the higher RPM of them will be counted.
In the case of a stalemate, or at the end of a 30 minute time period, the victor will be decided by total team HP.

And though something may not violate the print of these rules, there is such a thing as their spirit, and if you think you may be doing something cheaty then tone it back. And I don't mean using some component that seems Imbalanced under this ruleset, but honest to god bull.
Judging

The competition will be tournament double elimination style, best two out of three. However, one round will be granted to the ship which has better aesthetic. How this works is that all the teams will grade each ship on a scale of 1-10 (ten being the best) for their aesthetic and looks (but they will not score their own) (P.S. The use of teams grading is subject to change). If you're not following here’s an example, ship X is facing against ship Y. Ship X had an average score of 8.2 while Y had a score of 6.5. In this scenario, ship X only has to win one match as opposed to ship Y which has to win two matches. If the ships ratings are tied then either one will have to win two matches to win. (even though this is subject to change, this idea of judging aesthetic will hopefully be implemented to some degree either way to reward those who choose to put effort into how their ship looks.)

I hope that this will be of interest to many of you. If you and your friends are interested in participating then feel free to join the discord for this event https://discord.gg/BK8FhMN]]>false2018-05-21T01:01:54Z2018-05-21T01:28:08Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36064
Participant Guidelines
1. Must have at least 3 people from a set group working on a ship.
2. While there is no limit to people working on a single submission, there must be at least 5 dedicated people working on a ship before you can allocate more members toward a second submission.
3. Submissions will be accepted between July 8-15. (a submitted design cannot be edited after submission)
General Guidelines
1. Main vehicle must be a waterborne vehicle
2. Length 260-320 meters (no width or height restrictions, just bear in mind rule 5 below)
3. Total Material Cost &t; 1,000,000 RP
5. min alt -10m* and max alt 500m for both the main vehicle and subspawn.
6. no submarines for sub or main vehicles.
7. The main vehicle may not cost less than 700k, and no one sub vehicle more than 100k.(edited)
Restricted components
1. gravrams
2. BP edits to functional components ex.shell customizers, wavefront adjusters or spin blocks
3. LUA transceivers attached to missile launch pads
4. Functioning CJE components on the main vehicle
5. Functioning heli/dedi-blades on the main vehicle
6. Functioning warp drives
7. No FtD physics abominations. (should be relatively self explanatory** but includes recoil/explosion propulsion, as well as CoM flailing/falling upwards)
8. Repair tentacles
9. Repair bots
10. Shields are banned with the sole exception of being used for aesthetics in non vital areas.
11. Sabot and kinetic shells above 200 mm gauge
Misc
2. LUA aimpoint normalization, also known as barrel stretching/shell teleportation is absolutely banned
3. spinblock clipping for function or armor is a no, but it is acceptable for aesthetics. try to keep it to a minimum
4. no using sub vehicle spawners and excessive length to spawn things inside the enemy
5. Though this technically falls under the category of physics abominations, there may be no ram weedwackers. Sadly this rule can only be subjective as I do not feel comfortable assigning an arbitrary limit to spin block size.
6. The total combined RPM of all APS and simple weapons on a vehicle may never exceed 2000 RPM at any one given time. This is to avoid projectile despawn.
7. Must be built in Vanilla FtD for this round of World Cup.
To enforce this, every APS firing piece must have an RPM limit, and the total RPM limits of all firing pieces will be used to determine the total RPM, though exceptions may be made for guns that cannot ever fire at the same time, in which case only the higher RPM of them will be counted.
In the case of a stalemate, or at the end of a 30 minute time period, the victor will be decided by total team HP.

And though something may not violate the print of these rules, there is such a thing as their spirit, and if you think you may be doing something cheaty then tone it back. And I don't mean using some component that seems Imbalanced under this ruleset, but honest to god bull.
Judging

The competition will be tournament double elimination style, best two out of three. However, one round will be granted to the ship which has better aesthetic. How this works is that all the teams will grade each ship on a scale of 1-10 (ten being the best) for their aesthetic and looks (but they will not score their own) (P.S. The use of teams grading is subject to change). If you're not following here’s an example, ship X is facing against ship Y. Ship X had an average score of 8.2 while Y had a score of 6.5. In this scenario, ship X only has to win one match as opposed to ship Y which has to win two matches. If the ships ratings are tied then either one will have to win two matches to win. (even though this is subject to change, this idea of judging aesthetic will hopefully be implemented to some degree either way to reward those who choose to put effort into how their ship looks.)

I hope that this will be of interest to many of you. If you and your friends are interested in participating then feel free to join the discord for this event https://discord.gg/BK8FhMN]]>false2018-05-20T20:49:30Z2018-05-20T20:51:24Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36063
CubeTec presents a new vehicle in the line-up, the submersible tank Hydroschnitter
(Hydro = hydro, schnitt = cut)

A tank is a rare sight in Neter, mainly because many think that there are few landmasses in the known regions. But, there is a whole lot more land to drive on if you include the parts under water!
The Hydroschnitter is designed to operate on the seafloor as well as on land!
Boasting heavy artillery and missiles and incorporating a unique propulsion system, this tank is a truly flexible combat force!

Due to heavy use of direct-fed APS guns, the Hydroschnitter spawns unloaded and requires some time and material to be ready for combat.

The sinking speed is extremely slow. The tank performs best on the seafloor, so make sure to spawn it pretty low, or give it some time to sink.

As already established with the Hundertläufer, custom shrapnell launchers can deal heavy damage in a single volley. No difference here. But because the Hydroschnitter fights on the seafloor, it often hits the vulnernable hull bottom of targeted ships, which is often lethal for the enemy. The mass of water between the target and the Hydroschnitter also grants the tank extra defense, as not specialized shells will fall short due to water drag.
It performs best against surface ships, but has problems targeting hovercrafts and flying vehicles while submerged.

This vehicle comes with a prototype propulsion system: Bumper tracks!
This system utilizes several rubber pads that rapidly bob up and down. Due to this, the tank basically "hops" on the ground, which ensures that it never gets stuck on the terrain and also lets it climb relatively steep slopes (up to ~50°), even on land, despite its high weight. The only downside of this propulsion is the heavy drifting on land.

Combat tests show excellent performance against surface ships. Submerged, the Hydroschnitter even managed to take out the mighty Thyr in a 1vs1 fight, while costing less than a quarter of the Thyr!

Before you use the Hydroschnitter, make sure you use version 2.17/devtest or higher, as it uses the new ACB system.

Have fun!

Hydroschnitter.blueprint (Size: 358.67 KB / Downloads: 10)
]]>false2018-05-20T20:24:09Z2018-05-20T20:24:09Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36062
I hope you like this design. It is quite effective against ships, especially if you fire at them coming from the front or back.

Railgun Bomber.blueprint (Size: 48.99 KB / Downloads: 3)
]]>false2018-05-20T19:34:08Z2018-05-20T19:34:08Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36061false2018-05-20T18:50:11Z2018-05-20T18:57:10Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36060
Another thing that would be a welcome addition in my opinion would be the 3m, 5m and 7m recoil absorber. Or are there some unforeseen technical constraints?
In my opinion we should leave longer parts alone as that could in certain cases break the balance (Yes, I am looking at you, autoloader length multiplier for loading times and recoil absorption capacity).
So to summarize: Is it possible to add a 5m and a 7m autoloader+shell racks and 3m, 5m and 7m recoil absorbers? Any constructive feedback from other forum users would of course be greatly appreciated.]]>false2018-05-20T16:01:49Z2018-05-20T16:01:49Zhttp://www.fromthedepthsgame.com/forum/showthread.php?tid=36059
There is probably something really obvious im missing but can anyone help out with this?
The mod folders are in This PC&t;Documents&t;FromtheDepths&t;Mods
The game Says "Loading other mod prematurely" on its startup screen]]>false